Paper Mario: The Thousand-Year Door - Strategy Guide (Page 08)
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After winning, the robot is destroyed and you get the final Crystal Star, the Crystal Star! XD And the awe-inspiring Star Power, Supernova! You win!! END OF CHAPTER 7 Unfortunately, you don't get to find out what the heck is happening to Peach, so we next switch straight to the final Bowser event. (It can't be over!) POSHLEY HEIGHTS Bowser is still trailing behind Mario, futilely looking for the Garnet Star. Talk to the people around Poshley Sanctum for some funny dialogue, then examine the lock on the sanctum door. Bowser manages to smash it off, then enters. POSHLEY SANCTUM Bowser walks up to the (fake) Garnet Star and claims it. He's finally got one! ...or not. Pennington soon approaches the 2 and demands to know who they are. (There are some extremely funny names to pick) he then says the one they took is a fake and they're welcome to have it. When Bowser asks where the real one is, Pennington says he gave it to Luigi. XD Soon, a Paragoomba flies in and says Peach has been seen at the Thousand-Year Door. Bowser, as usual, decides to give chase to claim the legendary treasure, the Crystal Stars, and Peach all at once! X-NAUT FORTRESS Your partner *BOOM* comments that you can now open the Thousand-Year Door (what else?) and that you should ask Frankly about Peach. First, take the elevator down to sublevel 4 and enter TEC's room, which is now unlocked. Miraculously, TEC is still running, on backup data and emergency power! He introduces himself and says that Peach has been taken to the Palace of Shadow by Grodus...could he mean behind the Thousand-Year Door? TEC tells you to use the teleporter on sublevel 2 and diverts all his power to keep it running. Quickly, return to the teleporter and take it back to Rogueport. As soon as you use it, TEC says a final goodbye to Peach before the entire base explodes. O_O That was close. ROGUEPORT SEWERS As soon as you exit the building with the teleporter, Frankly comes and asks about what happened. When you tell him what happened, he confirms that Grodus took Peach through the Thousand-Year Door, without the Crystal Stars! Frankly says he'll meet you at the door. Before following him, finish up anything you want to do. Stock up on healing items, buy anything else you need, and finish up things with Dazzle, Merlon, and the Trouble Center. Also, if you invested with Lumpy after chapter 1, it's time to collect! When you talk to him, he'll give you 3 times what you paid him, perfect for stocking up on Ultra Shrooms or whatever. Finally, Luigi is in the second floor of the Inn with the final chapter of his story. (And an even deeper-fried Blooey) There isn't much else to do, since you didn't get any new abilities in chapter 7. I'd recommend being at least in your late level 20s for the final chapter. Once you're completely ready, go down to the Thousand-Year Door room. As promised, Frankly is waiting for you at the pedestal. When you step on it, the Crystal Stars appear and circle you, then the door flashes red and slowly opens. Once you go through it, the final chapter begins. --- i. Chapter 8: The Thousand-Year Door (Chap8) Enemies: Swoopula, Dry Bones, Bombshell Bill, B. Bill Blaster, Phantom Ember, Dark Bones, Chain Chomp, Dark Wizzerd, Gloomtail, Dull Bones, Red Bones, Beldam, Marilyn, Doopliss, Grodus, Bowser, Kammy Koopa, Shadow Queen PALACE OF SHADOW The first room of this ancient, evil palace is an huge, ornate entry hall. Get used to the architectural style. The next room is just a long, long staircase with some Swoopulas, stronger versions of Swoopers. The Swoopulas still aren't too hard and can be kept off with the Zap Tap Badge. You may want a Quake Hammer Badge to dislodge them if you aren’t using the Jumpman Badge. If you go down the stairs on the north side of the balcony you start on, you can find a Stop Watch. The next room is a big one, with some new enemies: Dry Bones. These stronger Dull Bones have very high stats all-around, including a robust 2 defense. Even worse, when defeated, they simply collapse into a pile of bones that comes back to life (Or undeath) after a few turns! The only attacks I know of that can finish them off forever are Vivian's Fiery Jinx and Bobbery's Bomb and Bob- ombast attacks. The block near where you enter contains a Shooting Star. The lowest level of the room has 2 B. Bill Blasters firing Bombshell Bills at you. These enemies are stronger versions on the Bullet Bills and Bill Blasters you fought in the Pirate's Grotto, with more defense. As usual, try to either avoid the Bills or get first strikes on them; they are easy to defeat, but if they survive they can do massive damage. The B. Bill Blasters have 10 HP and 4 defense, making them extremely tough. Any piercing attack works well on them; Art Attack takes them out instantly. After defeating the Blasters, use the doors behind them. The next room is an extremely annoying hallway. There are hidden spikes on it that pop out when Mario gets close; if he touches them, he takes 1 damage and somehow flies all the way to the beginning of the room. The Slow Go Badge is recommended if you have it, since it gives you more time to react to spikes. If not, simply push the control stick lightly to walk. There are more Swoopulas in here, but they aren't a threat. The red block near the entrance contains the All or Nothing Badge, which can be powerful if you're good enough with the action command. In the next room, save your game and proceed right. The path is filled with fire here; jump over the rotating fire bars to avoid getting burnt and sent back to the beginning. After getting past 3 of these, a circular section has a double fire bars. It shouldn't be too hard to avoid. There's also a new enemy here: the Phantom Ember. These things are stronger versions of Embers, but still aren't hard with the Ice Power Badge equipped. If you can jump onto it, you can hit a block with a Boo's Sheet right above the brown thing the double flames are attached to. Anyway, go down some stairs to the second part of the room. Much like in the water in Keelhaul Key, waves of fire covering the entire path rapidly come towards you. Jump over the ones that are on the ground, and use Vivian's field skill to avoid the higher ones. Luckily, if you get burnt, you're only return to the stairs after the fire bars. You can try doing this in Tube Mode which lets you roll under the low bars, but it may be harder to maneuver this way. The next room is just like the red Bones room in Hooktail Castle. When you examine the Dark Bones at the far wall, the whole room fills with Dry Bones. Clear a path through them with the hammer and chase down the Dark Bones. When you reach it, you fight it and 4 Dry Bones. The Dark Bones itself has a whopping 20 HP, so try and save it for last. Other than that, it's identical to the Dry Bones. Try to weaken the Dry Bones with a multi-hitting attack or Star Power, then put them to rest permanently with Fiery Jinx or Bob-ombast so you can focus on the Dark Bones. Once he's defeated, he drops a Palace Key. Use it to get through the next door. This next room is much like the third room of the Palace. The block at the top contains an Ultra Shroom. (You should already have plenty of healing items and Life Shrooms, though) There are Bombshell Bills at the bottom and top levels. The next room has more enemies and 3 item blocks. The left one has a coin, the middle on a P-Up, D-Down P Badge (it's a good idea to equip it), and the right one has some Jammin' Jelly. If you've played Paper Mario, you'll remember the repeating stairs room from Bowser's Castle. It's back, and in creepy Renaissance décor! There are two levels in this room; you must always go through the door next to the lit torch,. If you don't, you must start over. After doing this about 7 or so times, you'll finally make it through the room. The next room is completely different: a huge underground city. There is a tower in the back, and bridges over 2 waterways. There are Save and Heart Blocks between the bridges, as well as Chain Chomps. (They have massive stats, so beat them quickly with piercing attacks, especially Star Powers) Once you've cleared the room, look at the 2 Chomp statues near both doors. Throw Bobbery into each one to reveal a pipe to the background; hit the ! switches there to create Boat Mode docks at the base of the tower and in a pool in the foreground. Don't use the dock just yet, however; first, go through the door at the right side of the room. The next 4 rooms are all long, long, identical hallways. They have some enemies in them, including some Dark Wizzerds. These fiends have high defense and can cast lots of crazy spells much like Magikoopas to mess around with status effects. There's a Save Block at the end of the next hallway; use it and make sure you have full health for the impending boss battle. The next room is cavernous and dominated by a huge black dragon. After he asks what you're doing in his room, your partner *BOOM* mentions that he looks like Hooktail. The dragon is mad that you defeated his younger sister (WHAT!? O_o) and introduces himself as Gloomtail, her older brother. Time for your toughest fight yet! MINIBOSS: GLOOMTAIL Appearance: A gargantuan black dragon with yellow spines and nails. You can only see his head. HP: 80 Attack: 8 Defense: 2 Location: Palace of Shadow Gloomtail is the middle of the dragon brothers, and the third most powerful boss in the game. He loves to use various breath attacks that damage both Mario and his partner *BOOM* and may inflict them with status effects like poison. The Feeling Fine Badges help greatly in this fight. Use your strongest attacks to pierce his defense and keep well-healed. (This fight is one of the best times to use Power Lift) Make sure to use Vivian's Veil if he charges to avoid taking double-digit damage! After beating the powerful dragon, you get a Star Key, which will be essential later. Also, you can blow up the wall on the right-hand side of the room to find a hidden room with an Ultra Shroom and Jammin' Jelly. After getting everything, go back through all the hallways to the underground city. After healing and saving, use the Boat Mode dock in the middle of the area to sail down the canal and enter the tower. The tower consists of 3 central floors linked by a spiral staircase, and a total of 8 rooms off the first 2 floors. Each room contains a puzzle that must be solved to get a Palace Key, and a cryptic clue to the puzzle. To give you a chance of solving these puzzles on your own, I'll post the solutions backwards. Going from the door to your left as you enter the tower, clockwise, here are the rooms. -Room #1- Beyond, beyond, beyond... Complete All Seven... Before, before... .eciwt kcolb thgir eht dna semit eerht kcolb tfel eht tiH -Room #2- Four stones, twin stones... Master of Shadow and Dark... Two are one, one is two... .moor rehto eht ni skaerb kcolb latem gnidnopserroc eht ,ereh ni kcolb enots a kaerb uoy nehW .ti evoba eno eht ot deknil si moor sihT -Room #3- All you see isn't all there be... Stones Have Power of Stars... Touch it to pass through it... .ti hguorht thgir klaw nac uoy ;noisulli na si moor siht ni llaw dnah-thgir ehT -Room #4- The unseen may yet be felt... So That We, the Great Ones... Be it here? Be it there? .moor eht fo retnec eht ni repap emos yawa wolb ot eirrulF esU -Room #5- Let fall the weakest... And That the Skies Lie... And build to the strongest... .htgnerts rieht fo redro eht ni senoB eht taefeD -Room #6- Four stones, twin stones... Can Live Again by the Stone... Two are one, one is two... .moor rehto eht ni skaerb kcolb latem gnidnopserroc eht ,ereh ni kcolb enots a kaerb uoy nehW .ti woleb eno eht ot deknil si moor sihT -Room #7- Straight on, straight onward... We Know the Stars Spurn Us... Destroy all in your path... .yrebboB htiw llaw raf eht bmoB -Room #8- The shy one hides his shape... But the Stars Bring Balance. The shy one hides his face... .hctiws eht ees ot lliks dleif s'naiviV esU Once you get all 8 Palace Keys, climb the spiral stairs to the third floor of the tower. It looks like some kind of planetarium up here. Place the Star Key into the pedestal to create 8 other pedestals with keyholes. Insert a Palace Key into each of them to make the huge model of the planets move. Back in the first hallway leading to Gloomtail's room, the floor lowers to create stairs and reveal a lower section of the room. (What does that have to do with a planetarium?) Leave the tower now and return to the underground city. Use the Save and Heart blocks, then go to the door leading to the new corridor. Suddenly, Beldam, Marilyn, and Professor Frankly appear. "Frankly" reveals that he's really Doopliss, and he was the one you met outside the Thousand-Year Door! It's time for a final fight against this ghostly trio! BOSSES: BELDAM, MARILYN, AND DOOPLISS Appearance: You should already know what these 3 look like... HP: 30/40/40 Attack: 5/7/7 Defense: 0 Location: Palace of Shadow You're fighting 3 old foes at once now, and they're all more powerful than before! They have high attack power now, so do your best to keep healed and focus on one at a time. Since Beldam has low HP, she should be attacked first. She can freeze your whole party or mess around with stats, so take advantage of her lack of defense and use your strongest attacks on her! She should go down in 2 turns in you've been equipping all the defense-raising Badges possible. Next, attack Marilyn. She uses powerful lightning and can charge up an attack to do over 20 damage! Use Veil if this happens, and once again use powerful attacks to beat her down quickly. Doopliss, as usual, transforms into a party member and isn't much of a threat, so save him for last, even though he's in front. Don't be afraid to use Star Powers liberally in this fight. After you defeat the 3 ghosts, go through the right door to the transformed corridor. There are more Dark Wizzerds down here, and the block contains a Thunder Rage. After clearing the room, go to the right and blow the wallpaper off the wall at the end to reveal a secret tunnel. Get onto Yoshi and follow it up, then have him cross the gap at its end to a doorway. Hitting the red ! switch in here causes a ledge to briefly extend from a wall above. Use Koops to hit the switch while you're right before the ledge, then cross it, go down some stairs and enter the next room. (The block has a Repel Cape in it) This room has more moving blocks like in Hooktail Castle. Once of them blocks off the way forward, so climb the stairs to the left and go through the door. This part of the first room has 2 blocks that control the big ones in the previous room. Hit the green one and go back. Now that the green block is gone, you can cross the gap with Yoshi. (If you fall, there's a springboard in the leftmost part of the room) The next gap is too big to cross, but a switch in the pit below controls a purple block you can raise up. You can either drop down, and use Bobbery to hit the switch so you can get on the block, or just throw him from the top and hope you hit it. Once the block is raised, run across it and jump off to the right. You should land on a ledge halfway between the top and bottom ones. Get onto Yoshi and cross the gap up ahead in the narrow tunnel, then descend some stairs to the door. There's a wide spike pit up ahead, but a pipe overhead. Stand on the farther yellow strip on the carpet and do a Spring Jump to get on it. Cross the pipe and repeat the process on the lower carpet strip, then enter the doorway. The lower part of this room you start in has more Dark Wizzerds guarding a chest with a Shooting Star all the way to the left. The stairs in front of the entrance lead to another extendable ledge. Throw Bobbery down onto the switch to extend it. Once you cross the ledge to the other side, write down the pattern of stars you see on the wall, then go up the stairs. Go to the right to find some kind of weird ferris wheel. Jump to the lower platform on it and get the Palace Key with Koops. Drop back down to the star pattern, climb the stairs, and enter the locked door at the top. Get the Life Shroom (you should already have plenty, though) and go up the stairs. The 7 ! switches at the top correspond to the 7 stars you just saw. Hit them to light up the stars on the back wall in the same pattern (on, off, on, on, off, on, off) This causes the wooden wheel in the previous room to turn. Go back to it now. Now that the wheel is turning, you can reach the other side. (There's another highly recommended Life Shroom in the block at the top) Once you're across, descend more stairs and go through the door. The way forward is triple-blocked. First, have Flurrie blow the brick façade off the giant stone block. Smash it with a spinning hammer attack, then Spin Jump the wooden boards underneath to fall to a lower part of the room. The block contains a fairly useless Point Swap. Anyway, proceed through the doorway in the front. You're back in the altered hallway, just beyond the pipes over the spike pits. Get past the biggest one by carefully walking along the narrow walkway and go to the next room. This is the final hallway before Gloomtail's room. (Not that you can reach it now) The ledge you're on is next to a Plane Panel. Use it to reach another tall ledge with a doorway. This back room has another extending ledge, but there's no way to hit it while you're at the ledge. Jump while under it as you would any other block, then get on Yoshi and ride like the wind to cross the ledge before it retracts. Once you make it across, you can get a final Palace Key. Return to the hallway room. Fall off this ledge and go to the springboard on the far left. (Beware the Phantom Embers and try to maximize your Star Power when fighting them, and if possible, try to have about 80 or so Star Points) Once you're at the beginning ledge, use the Plane Panel again. The 2 ledges right after the middle one have a Life Shroom and Shooting Star on them if you need any more healing items. Once you have everything you need, return to the Plane Panel and fly all the way to the ledge on the opposite side of the room. Unlock the door and go through. This silent room is directly under Gloomtail's room, and is filled with pillars. Use the Save and Heart Blocks at the end and go through the door. Get ready for the game's final showdown! The big room you enter appears to be an ornate throne room of sorts. As you climb the stairs up to the top, Grodus appears! Since you've never actually met, he introduces himself and thanks you for getting all the Crystal Stars. He had been planning for you to take the Crystal Star from Crump on the Moon so that he could get all 7 from you right here! Time for the first of 3 boss battles... BOSS: GRODUS Appearance: A large, robed figure with a long golden staff, glasses like Crump's, and a huge orb on his head containing a computer with an X on it. HP: 50 Attack: 7 Defense: 1 Location: Palace of Shadow The insidious leader of the X-Nauts, Grodus is the main villain of Paper Mario 2, much to Bowser's rage. He's not too tough physically when you fight him, but he has a variety of annoying magical effects. He can cast a variety of spells on himself to make things tougher. Even worse, he starts the battle accompanied by 4 Grodus Xs and spawns 2 per turn. Try having a partner take the Grodus Xs out with attacks like Fiery Jinx or Gale Force, and have Mario go for Grodus himself with powerful attacks. Try to save your strength for the next fight and not use items, or even better enter this one with at least 80 Star Points so you level up in between. ENEMY: GRODUS X Appearance: A tiny green, floating X. HP: 3 Attack: 4 Defense: 0, flying Location: Palace of Shadow These tiny robots are the protectors of Grodus. He starts with 4; having this many makes him invincible much like with the Yux enemies. When he has less, each increases his defense by 1. Since they spawn so fast, try using a partner ability (like Fiery Jinx or Gale Force) to wipe them all out every turn and leave Grodus open to attack. Defeating him is almost impossible as long as he has these! After you defeat Grodus (defeating him shouldn't be hard if you keep healthy), he summons Princess Peach, trapped in a force field, as a last resort. If you try and attack him, she'll die! He starts tormenting Mario with lightning and prepares to kill her, when the ceiling crumbles and Bowser suddenly falls on top of him! (Looks like he didn't plan for everything after all) After finding out what's happening, Bowser puts his plan into action and attacks you! BOSS: BOWSER Appearance: Oh, come on, I shouldn't have to tell you this... HP: 70 Attack: 7 Defense: 2 Location: Glitzville/Palace of Shadow Besides his beefed-up stats, Bowser is unchanged since your grudge match in Glitzville. He has the same attacks: a poison bite, fire breath, and an ability-removing stamp attack. He can take a while to defeat because of his high HP and defense, so piercing attacks may be a good bet if your regular ones aren't strong enough. Although this fight may be hard, try not to use any items here either. The real battle is yet to come! BOSS: KAMMY KOOPA Appearance: A Magikoopa with purple robes, horn-rimmed glasses, and white hair. HP: 50 Attack: 5 Defense: 0 Location: Palace of Shadow Kammy Koopa is the leader of the Magikoopas and Bowser's continual companion. She accompanies him when he fights you in the Palace of Shadow, and stays in the back. She has all the abilities of regular Magikoopas, and because of this and her low HP and defense should be taken out before the Koopa King. Use powerful attacks that can hit her while she's in the back like the Spring Jump and Yoshi's Ground Pound. After you defeat Bowser, Grodus seems to have unflattened himself and disappeared. He's getting away with the princess! Quick, follow him through the far-right door! The second-to-last room in the game is a long, long, long stairway. Consider equipping the Feeling Fine Badges for the battle ahead before going further. The top end has a Heart Block and Jammin' Jelly; the bottom has a Save Block and an Ultra Shroom. Get the healing items if you need them and be sure to use the blocks, then proceed through the door at the bottom for the final, final, FINAL battle. The final room is filled and brightly lit with candles as you enter. As you probably know, Grodus is waiting with Peach trapped before a stone coffin. He finally reveals his whole plan: he'll use Peach as a vessel for the ancient demon within the casket! The casket slowly opens and a huge, dark shape slowly rises from it... A cutscene plays in which the world slowly turns dark. Back in the final room, Grodus offers Peach for the demon, the Shadow Queen, to possess. Other parts of the world turn dark, and Peach and the Shadow Queen merge into one. Grodus orders the Shadow Queen to destroy you, but she disintegrates his body! Soon after, the Shadow Sirens appear. Beldam reveals that she's been working to revive the Shadow Queen all along (see a resemblance between them?) and was the one who created the rumor of treasure behind the door to help get the Crystal Stars. After this, the Shadow Queen finally turns to you. Make sure to refuse when she asks you to be her servant, or the game will end! (What did you think would happen?) After you defy her, she is angered and attacks! FINAL BOSS: SHADOW QUEEN Appearance: Peach, looking evil in a black gown and a tall collar behind her head/A dark purple thing with giant floating hands, a coiled body with Dark Peach inside, a head covered by a huge gold crown except an evilly grinning mouth, and translucent hair fanning out behind it. HP: 150 Attack: 7 Defense: 0 Location: Palace of Shadow The Shadow Queen is the demon who destroyed the legendary city 1000 years ago, and is called forth by Grodus to possess Peach and help him take over the world. The battle with her is extremely long. At first, she appears as an evil form of Peach, and attacks with magic. She's fairly straightforward in this stage, but once you get her to 75 HP she turns into her true form, a terrifying apparition. She's invincible in this stage, but keep fighting for 3 more turns, at which point she sucks up the souls of your entire audience to fully heal herself! After that, a long cutscene ensues in which Mario regains his health using Peach's last strength, the Shadow Queen becomes vulnerable, the Crystal Stars scatter to their places of origin, and Pennington finally learns your real name. After the battle begins anew, go all out to destroy her! Take advantage of her low defense by using Power Lift and moves like Mini-Egg. She attacks with both her body, two hands, and some Shadow Hands that appear from the ground and do damage to you repeatedly. Both of these things respawn every few turns and serve to make your life miserable. Use plenty of stylish moves to regain your audience. Use attacks like Fiery Jinx or Bob-ombast to take all the summoned enemies out and damage the Queen. She can also use a breath attack that inflicts status effects like confusion, poison, or allergic. (The last one is an obscure status effect that prevents all other status effects; it sounds good, but means you can't raise your stats with Power Lift) The Feeling Fine Badges can protect you from this attack. (I'm not sure what exactly they work on, though) Don't be afraid to use all your healing items; this is the final battle, after all. Also, beware of when the Shadow Queen charges her attack power; use Vivian's Veil to take cover from the dark blast! After you finally defeat the Shadow Queen, (you've beaten the game!!) she disappears, leaving Peach behind and returning light to the room. Now that their mistress is gone, the Shadow Sirens and Doopliss run away. Miraculously, Peach is fine after being possessed by the Shadow Queen, and apologizes for getting Mario into this. Professor Frankly (the real one this time) comes in next with good news. He's found a clue about some real treasure. (Here we go again...) Now, follow Frankly and Peach all the way back to Rogueport. (Just kidding, you instantly warp there) ROGUEPORT You and Peach back at Rogueport pier, ready to go home. All your partners say goodbye, but before things can get too mushy, the boat arrives to take you back. After a short scene on the boat, you're back at home. MARIO'S HOUSE Luigi is talking to you about your journey when you get an E-mail. (QUICK, delete it before you start another adventure!) The E-mail is from Goombella! She and Frankly have been doing some more research together, and even managed to find some actual treasure! She next goes into telling you what happened to each of your other partners and some other characters. It turns out that Crump and Grodus' computer head managed to survive, and somehow TEC and the moon base have returned! After the E-mail, Toadsworth and Peach enter. She's found another (hopefully real) treasure map; the boat is waiting. Here you go again! THE END ...or is it? After beating the game, you can continue playing! The adventure re-begins as Mario's boat pulls up to Rogueport harbor once again to be greeted by Goombella, who has gotten all your other partners together. You're now free to keep playing your beaten game as much as you want. Even better, a few new things have opened up. First, if you didn't already, it's definitely time to beat the Pit of 100 Trials. (IMO, you haven't truly beaten the game until you've conquered it) There are also 3 final troubles at the Trouble Center, and another surprise waiting for you at Poshley Sanctum... ------------------------------------------------------------------------------- 7. Sidequests (Sdequ) Listed in this section are some of the biggest sidequests Mario can embark on in the game, namely the Pit of 100 Trials and the Trouble Center. >>>>>>>>>>>>>>>>> PIT OF 100 TRIALS <<<<<<<<<<<<<<<<< The Pit of 100 Trials' name is fairly self-explanatory. It's a deep, deep pit to the left of the Thousand-Year Door room with 100 levels of increasingly difficult enemies, the ultimate endurance test. (Actually, it's probably closer to 88) They start out as extremely easy enemies from the beginning of the game (supplemented by Gloombas) and eventually become incredibly tough enemies found only in the Pit. These Pit-exclusive enemies include: GLOOMBA PARAGLOOMBA SPIKY GLOOMBA DARK KOOPA DARK PARATROOPA BADGE BANDIT SPUNIA WIZZERD DARK LAKITU SKY-BLUE SPINY ARANTULA SWAMPIRE DARK BRISTLE POISON PUFF BOB-ULK PIRANHA PLANT ELITE WIZZERD Sound tough? Believe me, it is. To prevent cheapness, the Bump Attack and First Attack Badges don't work either. And if you manage to make it through all the other trials, get ready for the ultimate one at the hundredth level: the toughest boss in the game, Bonetail. What is your motivation for doing all this, you ask? The prizes, of course! Every 10 floors, you'll come across a safe room with a pipe to the surface (or near the surface) and a treasure chest containing a useful prize. Floor 10: Sleepy Stomp Badge Floor 20: Fire Drive Badge Floor 30: Zap Tap Badge Floor 40: Pity Flower Badge Floor 50: Strange Sack Floor 60: Double Dip Badge Floor 70: Double Dip P Badge Floor 80: Bump Attack Badge Floor 90: Lucky Day Badge Floor 100: Return Postage Badge Those are some great prizes, no? However, it will be a while before you can even think about beating the Pit. You should be at least in the upper 20s, and the lower 30s work better. It's especially important to have a lot of BP. However, there is one thing to note. The enemies are pretty easy before the 50th floor. It's a good idea to get to the 50th floor and get the ultra-useful Strange Sack, then return to the surface and use it to stock up on more powerful healing items before beating the Pit. Two other things of note. Charlieton (the man in red and white from Rogueport Square) can be found randomly down the Pit. (Who knows how he got there) He'll sell you the following items to restock and heal. They get more expensive the further down you are, though. Fire Flower-10 Coins Honey Syrup-10 Coins Maple Syrup-20 Coins Mushroom-5 Coins Super Shroom-20 Coins Thunder Rage-20 Coins If you have the Money Money Badge, it's pretty easy to get enough to buy what he sells and stay healthy, though he doesn't sell any powerful healing items or Life Shrooms, so you should stock up on those beforehand. You may also encounter Movers on random floors. These mysterious Punies can move you 2 floors down, 5 floors down, or back to the surface for a fee. (I believe it's 10 coins for 2 floors or the surface, and 30 coins for 5 floors) If you have Money to spare, it's a great way to reach Bonetail faster. (Make sure not to skip any floors with treasure) Anyway, on to some good tactics to use in the Pit. I already said high BP is a good idea; this is because you can use it to equip things like HP or FP-raising Badges, effectively turning your BP level-up into something else and letting you switch back any time. You can also equip lots of attack-raising Badges, which makes beating the Pit-exclusive enemies easier. (If you equip 2 Power Plus, Jumpman, All or Nothing, and the P-Up, D-Down Badges, you can do 16 damage per jump attack) You may want to wait until you've beaten the game so you have plenty of Badges and things to choose from. Another element of Pit strategy is Star Powers. You should always try to use Star Powers to keep healthy and end trouble situations soon instead of items, which you have a limited supply of and should be saved for the boss. Whenever possible, use Sweet Treat or Sweet Feast to heal, and practice using stylish moves to refill your Star Power quickly. You can also use attack moves like Supernova or Showstopper if you're up against exceedingly tough enemies. Other than those tips, it's all up to you. Become good at guarding, equip great attack-raising Badges, use Star Powers like crazy, and fight like you've never fought before! That is, until you reach the boss, which is when things get a little different. Bonetail is the oldest of the dragon siblings, and incredibly tough. He has massive HP, attack, and defense, and his breath attacks can induce status effects on both active party members. Hopefully you've been saving your healing items, because you'll need your Star Power for Power Lifts and possibly Sweet Feasts. This move can be incredibly helpful defeating Bonetail, letting you deal much more damage as you wail on him. Try having Yoshi out when you Power Lift, then use Mini-Egg for massive damage! If you brought Life Shrooms, it's probably safe to keep Mario in front taking much of the damage. If not, keep your partners out there to absorb claw hits. (Though they don't help against the breath attacks) It seems cruel, but it's just about the only way to take him down if you forgot to stock up. If you manage to defeat Bonetail, congratulations. There isn't anything in this game you can't do. Enjoy your powerful Badges! >>>>>>>>>>>>>> TROUBLE CENTER <<<<<<<<<<<<<< The Trouble Center is a plain building found in East Rogueport, next to Bobbery's house. It's your main source of sidequests in the game; Troubles are posted on the bulletin board after every chapter. If you want to help someone on the board out, take their trouble one and solve it to get some kind of prize. If you decide you want to do a different one halfway through, you need to pay a fee to cancel the Trouble you're on. Trouble Name: Need a Key! Client: Garf (East Rogueport) Reward: 20 Coins Available: Prologue This is a simple trouble. Garf has lost the key to his house and needs you to find him. Meet him outside his house in East Rogueport (across the waterway), then go back to the square and enter the Inn. Climb the stairs and exit via the second floor, then get the key just to the left of the Lovely Howz of Badges entrance. When you bring it back to him, you not only get some coins, but also entry to his fairly boring house. Trouble Name: Safe Delivery... Client: McGoomba (Rogueport Square) Reward: 20 Coins Available: Prologue McGoomba needs you to deliver some kind of "package" to Goomfrey, in secret. Find him in the back alley of Rogueport square, then deliver it to Goomfrey just outside Frankly's house in East Rogueport. Now, destroy this FAQ to erase the evidence! (Or maybe not) Trouble Name: Price Adjustment. Client: Arfur (East Rogueport) Reward: 20 Coins Available: Prologue Arfur is contemplating opening his own store, but wants to know the prices of his competition: The Toad Bros. Bazaar. Conveniently enough, you can find him standing just outside the Trouble Center. He asks you to tell him the prices of Tasty Tonic, a Fire Flower, and Sleepy Sheep at the Bazaar. (Because of some weird business restriction, he can't enter the store on his own) Head over and write down/memorize the prices of these items, then return to Arfur. He asks you some questions about the prices, which should be pretty easy to answer even if you didn't get the prices. (BTW, they're 3 for Tasty Tonic, 8 for Sleepy Sheep, and 10 for a Fire Flower) After learning about the Bros.' low, low prices on paper towels and grout clean-I mean, useful items, he realizes he can't possibly compete with them. He still somehow finds a way to get an easy 20 coins for your reward. Trouble Name: Find This Guy! Client: Goomther (Rogueport Square) Reward: 20 Coins Available: Prologue Goomther has gotten fed up with getting mooched off of, and asks for your help to do something about it. As usual, he's pacing Rogueport Square. He tells you to look for the bandit Larson, who has stolen some coins from him, in the secret alley in East Rogueport. To reach it, try to walk into the seemingly solid center of the wall next to Merlon's house. The center section is actually a separate wall apart from the sides, as the camera shows when you walk into it. Walk down this secret alley and confront Larson, who flees. Go back and talk to Goomther, then follow his instructions again and search for him on the pier. He once again runs when you reach him. Talk to Goomther, then look in the back alley of Rogueport Square, behind the inn. He finally gives up and promises to return the coins. (Strange how you trust him) Talk to Goomther again to collect your reward. Trouble Name: Hit Me, Please! Client: Mousimilian (Rogueport Square) Reward: A get-rich-quick scheme Available: Prologue Mousimilian has forgotten his new plan for getting rich, and needs you to help him remember by...hitting him on the head. Find him standing outside the Toad Bros. Bazaar and get to work. Keep in mind, it can take a LONG, LONG, LOOOOONG time to make him remember. Keep hitting him until he does, even if he gives up and says it's no use. Eventually, he'll finally remember: he was going to buy some Sleepy Sheep at the Toad Bros. Bazaar, then sell them at Niff T's Shop in Petalburg for a 2-coin profit. This isn't a very good tip, since it's too inconvenient to travel between the two towns. Defeating enemies is a fast way. Trouble Name: I'm Hungry! Client: Bomberto (Rogueport Harbor) Reward: 11 Coins Available: Prologue Bomberto is one of the Bob-omb sailors at the Rogueport pier. His wife forgot to pack his lunch, and he's famished. Give him any edible item you have, preferably a cheap one, for a quick payoff. Trouble Name: Try to Find Me! Client: Koopook (Hooktail Castle) Reward: Special Card, Life Shroom Available: After chapter 1 Koopook is a champion hide-and-seeker, and has hidden himself in Hooktail Castle. After conquering the castle, you can return to try and find him. Stand on the walkway right outside the door to the storage room where you met Ms. Mowz and drop off to land on a ledge where Koopook is hiding. Talk to him to get the Special Card, which lets you play the Plane minigame and buy things at the Pianta Parlor. Before leaving, use Paper Mode to slip between some bars on the ledge and get a life Shroom you should save for a later Trouble. Trouble Name: Listen to Me! Client: Mayor Kroop (Petalburg) Reward: Turtley Leaf Available: After chapter 1 Apparently, Mayor Kroop is feeling lonely. How not-worthy-of-your-time. Anyway, in order to get an item you could just pick from his private orchard, you'll have to visit him and listen to him ramble on...and on...and on... After the longest and most boring lecture imaginable about nothing in particular, grab your worthless prize and run for your sanity! Trouble Name: Order me an Item! Client: Plenn T. (Rogueport) Reward: Ultra Shroom Available: After chapter 1 In case you didn't know, Plenn T. is the Toad inside the Toad Bros. Bazaar who handles shop services. He's also run out of Courage Shells. (What does he use them for if the shop doesn't even sell them?) He needs you to bring him 5 of them. Give him any you've picked up on your adventure, then get the rest for 5 coins each at Niff T's Shop in Petalburg.
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